Show damaged door after dynomite. How?


(ZoSo) #1

I had success blowing up the first door I made, but I would like it to show a damged door after it has been blown up. All I know is that I have to make another door, the one with the damaged look, but how do I go about hiding it until the normal door is blown and then show it afterwards?

Also I want to make the damaged door look similar to this one HERE, but more contorted looking. I’ve been trying, but I just can’t get that look. Any advice on how to do this?

Thanks


(Moonkey) #2

The simplest way to make the damaged door show up is to make it a func_static, and make it invisible (through spawnflags). Target your func_explosive original door at the func_static, and when it blows it will trigger the func_static to show up.


(Moonkey) #3

and heres a little tut of how i do damaged doors/walls :slight_smile:

http://moonkey.sphericalsoftware.com/tuts/damaged%20door/damaged_door_tut.htm


(MadMaximus) #4

you could check this out also, the tutorial near the end on debris.

http://www.splashdamage.com/forums/viewtopic.php?t=5142


(ZoSo) #5

Thanks a TON guys, everything worked out great!
Both those URL’s should be made sticky!
I wish all tutorials where like the one MadMaximus did,excellent work!

The only thing I get is this during compiling:

Entity 182, Brush 0: degenerate plane

It doesn’t show anything in any of the view windows though, but obviously it has something with the damaged door I made, because I did not get this error before. And in the game everything looks fine.
What do I have to look for to fix this?

Thanks again,
ZoSo


(MadMaximus) #6

when your ajusting brush work by vertex editing you can sometimes ( quite often actually ) get odd planes, most of the time you can see it happen and correct it by ajusting a vertex out and back again, but some slip by unnoticed. On your radiant editor screen, 3rd row down, 2nd button from the left is a button with a blue arrow in a 1/2 circle following a green arrow in a 1/2 circle. thats the Brush Cleanup, click on that and see if it helps. It’s good to do a brush cleanup after you edit brushes by vertex.

oh, and thanks for the comments on the tut :smiley:


(ZoSo) #7

Thx MadMaximus, that did the trick :wink: